Soulstealing
Soulstealing [Major] By Iczer
'I'll take that thanks'
The character can absorb a person's bio-energies, permanently reducing a target's power and vitality, while he enjoys a boost from the experience. Despite the power's name, the character's 'soul' is left intact, merely vital bio-energies.
To rob a target, the character needs to find a suitaby weakened target. The target needs to have been reduced to zero SDC and have suffered at least 5 HP of damage. The character inately senses these 'leaking' vessels within 60 feet. At the GM's discretion, a healthy but otherwise vulnerable target (such as someone undergoing heart surgery) may also apply.
Once a target is located, the character can attempt to steal his energies. It takes 4 actions to attempt a soulsteal and the target must be (and remain) within 60 feet. The target makes a saving throw (16+ PE bonuses apply) If successful, the target takes 4D6 damage. If unsuccessful, then the character is worse off.
The target loses 2 points from each physical attribute, and 10% from his SDC and HP maximums.
The target loses 1 attack per melee.
Once the saving throw is failed, the character is stunned for 1 melee round.
In addition, the character experiences a dullness and listlessness, which will be noticed by others.
The character gains the attribute, HP and SDC lost by the target as permanent additions to his own, as well as other bonuses depending on how many 'souls' he has drunken from.
The character can drain a maximum of 2 souls per level.
When he has stored 5 souls, he gains a +10% bonus to all skills and enjoys double his normal healing.
When he has stored 8 souls, he enjoys an extra attack per melee (and one more at 16 souls
At 10 souls he enjoys +2 to strike, Parry and dodge.
At 6,12,18 and 24 souls he enjoys +1d4 damage to melee (as well as his natural attacks. not with weapons)
There are a few caveats with this power.
- The character keeps this energy more or less permanently, and the target's lose it more or less permanently.
- If the character dies, all the energy returns to the targets wherevever they are.
- If the character becomes vulnerable( down to zero SDC and has lost at least 5 HP) he must Save vs his own power (16+ PE bonuses apply) with every subsequent hit or lose one of his acquired souls.
- Additionally, any single hit that exceeds his PE and ME combined in damage also prompts a save, else he lose a portion of his collected souls.
- the character may discard old soul energies in order to 'make room' for new ones. In addition, he may release this as a damaging blast of bio-energy, inflicting 2D6 damage +1D6 per level of the donor with +2 to strike and a range of 300 feet. (The donor is immune to this damage if targetted, and the energy filters back to the donor)
Other Bonuses:
The character is resistent to bio-energy style attacks. Electricity and 'generic energy' inflicts half damage. The character is immune to disruptive touch and all forms of bio-manipulation.
+6D6 HP
+1D4 PE